/**
 * The MIT License (MIT)
 *
 * Copyright (c) 2012-2017 DragonBones team and other contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 * the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
﻿using UnityEngine;

namespace DragonBones
{
    [System.Serializable]
    public class UnityDragonBonesData : ScriptableObject
    {

        [System.Serializable]
        public class TextureAtlas
        {
            public TextAsset textureAtlasJSON; 
            public Texture2D texture;
            public Material material;
            public Material uiMaterial;
        }

        public string dataName;
        public TextAsset dragonBonesJSON;
        public TextureAtlas[] textureAtlas;

        

        /**
         * @language zh_CN
         * 从UnityFactory中移除。
         * @param disposeData
         */
        public void RemoveFromFactory(bool disposeData =true)
        {
            UnityFactory.factory.RemoveDragonBonesData(dataName, disposeData);
            if(textureAtlas != null)
            {
                foreach(TextureAtlas ta in textureAtlas)
                {
                    if(ta != null && ta.texture != null)
                    {
                        UnityFactory.factory.RemoveTextureAtlasData(ta.texture.name,disposeData);
                    }
                }
            }
        }
    }
}
